My thinking is that we might be able to squeeze more utility from the controller by creating different modes that the player can cycle through, with the mappings being tied to the current mode. So for example a Combat Mode may have X open an orders panel, which shows you any outstanding orders from your superiors, and also the ability to quickly issue orders to different units. While in Research Mode, the X button opens the list of currently active and available research projects, and in Economic mode, X opens the local market panel.

I haven't really used a console controller in a while, but I know that many people enjoy them, and I think it's worth discussing how to tackle it as a UI issue, since there will need to be a lot of functionality stuffed into it.

Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can

My thinking is that we might be able to squeeze more utility from the controller by creating different modes that the player can cycle through, with the mappings being tied to the current mode.

This is a pretty neat idea, and I think Josh would love it. I don't use controllers enough to have any specific suggestions, though... but I'm wondering how to make it very clear which mode the controller is currently in. I'm guessing it would have to be something on the HUD.

I've given this a little more thought, and I came up with some potential modes and mappings which could be applied to Vanilla gameplay, and offer a template for other mods, since presumably modders will want their XBC interfaces to be as intuitive as possible

Research Mode - For doing SCIENCE!!!!
??? Stuff to do with blueprints and research

Industrial Mode - For manufacturing
??? Stuff to do with blueprints and manufacturing

Custom Mode - User defined functions and mappings

These are honestly just suggestions to give the gist of what each mode would do and are clearly not an exhaustive list, The specific functions and mappings would need thorough playtesting. However once a good template is established, Other mods could use the template for whatever functions and features they add.

Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can

I think all behavior in other contexts (menus etc) is basically default.

There's probably going to be fewer bindings for flight in LT? A lot of E:D's is just a niche mess, like landing gears not autodeploying, and having two FTL modes, and having to snap between UI panels. It might free up just enough keys to make that 'mode' trick work, I do like the idea of that one.

But you don't want them to work off the same button, since the whole thing just goes "target obscured" when there's a stellar body between you and your target system, which happens very often when taking off a planet, and semi-often around stations.

The panels are fine I guess, though it's a bit of a bother that my panel snap modifier being LB, it always pops the panel subtab one to the left when I use it. It could just not do that, that would be fine.

But you don't want them to work off the same button, since the whole thing just goes "target obscured" when there's a stellar body between you and your target system, which happens very often when taking off a planet, and semi-often around stations.

didnt run into that during two days of intensive flying around, i dont have horizons tho.

The panels are fine I guess, though it's a bit of a bother that my panel snap modifier being LB, it always pops the panel subtab one to the left when I use it. It could just not do that, that would be fine.

that is a you-problem, though :V
(a me-problem is that the game randomly decides that it wants to switch headlook mode on whichs directional controls overlap with my energy controls)

I think Elite Dangerous does a pretty good job on both xbox and PS4 controllers, not saying it's perfect but it definitely shows it can be done. I'm hoping I can play LT with my HOTAS set up but time will tell I guess.